Research

[Research] Rheingold about Mobile Social Presence

New piece of work by Howard Reingold on the feature on the very topic of geolocation, mobility and social presence.

"presence" means knowing where your buddies are by looking at your phone – an act that is complicated behind the scenes by the necessity of integrating user-controlled social network information (who you want to be available or invisible to), location information via GPS and/or other locative media, wireless data transport infrastructure and a user interface that makes subtle social decision making easy or at least possible on a small screen. When a few million 15-year-olds get their hands on such devices, expect the unexpected.

Considering the popularity of today's deskbound social-networking software, will tomorrow's mobile-presence enthusiasts want to know where their buddies' buddies' are? More likely,when social networking, mobile telephony and locative media collide on the small screen, something altogether surprising will emerge, the way virtual communities, online markets and self-organized dating services emerged from wired cyberspace. Right now, it's an easy bet that the ability to know where your buddies are will become a necessity for the unwired population – less certain is whether you will really want to know that the person standing in front of us in the elevator is a good friend of your good friend. Personal issues of privacy, social boundaries and vulnerability enter the picture when you use technologies to distinguish between the people you want to be available to and those you want to exclude.

He reviews two projects: pMatch at HP Labs (allows people within Bluetooth range to discover if they have the same preferences without revealing them to each other) and BuddySpace (a Java-based, open-source instant messenger that adds map overlays to the buddy list).

Nice comments also:

- What is clear from the last months' debate over social networking services (SNSs) is that the concept of "friend" has to become more fine-grained before this kind of service catches on. The question is what criteria to take into account (for friendship modelling). - The focus on who we know rather than what we are interested in strikes me as somewhat missing the point. All you end up with is meaningless lists of who is a friend of a friend of a friend etc. - The thing of greatest concern to me is what happens when you forget to stop broadcasting your location? I imagine this will happen frequently, and in many cases the information culled from such carelessness will be embarrassing, incriminating, or otherwise injurious in some way. - The final use of location/presence--the killer app--will remain unknown for some time, but I'm guessing that, in the early phases, the most successful presence apps will be *extremely* simple.

[Space and Place] Languages and spatial relations

Concepts read in "The Grammar of Space" (Soteria Svorou).

Location expressions carries a different degree of explicitness in the encoding of referents in the world. Explicitness incorporates the weighed relevance of various conceived elements of the situation with respect to the communicative intent of the speaker. "here" has the lowest degree of explicitness because the speaker simply considers knowledge of his/her position as adequate information for the listener to locate the entity under question, and relies heavily on contextual cues rather than elaborate linguistic specification. Furthermore, "here" simply indicates that the location of an object or situation is in physical or psychological vicinty of the speaker without making reference to any other features of the situation. In that respect, "here" has a low degree of specificity. Degree of specifivity refers to the amount of detail with spatial relations are described. Thus, "on the door" has a lower degree of specificity compared to "on the top left corner of the door".

[Prospective] Bruce Sterling's pokkecon: next to be social software

This week-end I read a nice short story. Since I am a lazy bastard and I don't have time to write a review, I put the one I found here.

In Bruce Sterling’s short story ‘Maneki Neko’, a similarly domestic icon – the Maneki Neko, a Japanese good luck item in the shape of a cat – is the icon for an intelligent social network co-ordinated by ‘Pokkecons’ – PDA style ‘pocket controllers’. These devices organise their owners lives around a gift economy of seemingly random gestures. Your Pokkecon might order you to buy an extra coffee and hand it to a stranger in the street, then when you return home you find a parcel has been delivered containing your favourite type of sweet.

I liked this idea of tool to give gift to your social network. This gives me the idea of a foaf file put into your cell phone that canhelp you to support this activity. I envision a kind of application that help people to exchange stuff (like ideas or soulution to problems or papers) The only lack at the moment would be a description of: - what you have - what you need

A kind-of RDF description of what you know (how to fix a bug for instance) and what problem you have (the problem, the bug) could allow some kind of matchmaking ?

(Research) March, 4, 2004: conference at IDI, Ivrea

coalescing relationships are creating momentum produces personal, social and economical opportunity complex graph made up with lots of stuff: use modelling, biomimicry

how do you design for this ?

ability centered -> flexible platforms for resources that are aware of the situations or context and continuously resonating with the person's individual ability

we do backcasting ???

7 themes for ability centered design (not principles! because principles deals with universality and then limitation) - let me do: fit a need - orient me: allow me immedotaley to orient myself (webmap.com: viz tool) - let me win: give a resposne -> success of the ipod, ure not think about the ipod interface but about the music - push me: help me learn (bodymedia.com) - sense and respond: let me customize when you dynamically personalize me (surface yugop.com) - connect me (ambient devices): help me make connections with the subject matter or across destinations or with other people. im a part of a community, i want to get in touch without to much effort - immerse me (thetrip.com): plunge me into the experience in a way that makes me less (or even up) aware of the place or setting that i've come from.

success = experience fit if you engage me in this co-discovery and co-creation you'll transform my life

"learning through the social network": u dont need a book to learn how to open a door, its the design; for somes artifacts it is difficult and you have to relate on your social network

"cradle to cradle": something when unuseful or dead could be "recycled" in another thing so we need to think about this when designing stuff: for instance poo is used to feed animals

read lucy suchman's book (plan and situated action)

future: thinking about service design !

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[MyResearch] rss4you analysis

I am preparing the analysis of rss4you.com (a RSS aggregator made by weblogger, only available in french). The idea of this piece of software, apart from the aggregation of posts, is to allow users to rate their blogroll. By doing so, people can know if somebody has a blogroll similar to another and hence discover new sites that could be of interest.

I would like to analyze the social network in rss4you. We could have a matrix like the following. Each grade correspond to the rating of a blog. For instance Nico gave 6 to Fab's blog.

Fab     Roby     Nico
Fab               5          5
Roby   x                    5
Nico    6         5

With this matrix, we can compute similarity measures (with multiple data scale/analysis) in order to visualize who is close to whom so as to get something like:

[Research] Pros and Cons of peer to peer based maps

Via purselipsquarejaw(hi anne!): Pros and Cons of peer to peer based maps. Pros,

1. Humans are spatial beings. Even with the world spanning Internet there is still a need for real world data about real world issues. The net has provided a focus on how to enter the computer, but in fact we don’t want to enter ‘cyberspace’ - we want the computer to come out into our world and be forced to deal with us as we are. Peer based knowledge systems allow better knowledge about the real space. 2. Simply a new kind of GIS layer - the 'community dialogue' layer. To add to existing GIS technology. 3. Focus is on colliqual knowledge; recognizing inability to compete in traditional GIS areas. See thirdvoice.com for example. 4. Apathy is equivilant to disenfranchisement. Suddenly we have a public, unbiased, non-partisan, straight-forward way of participating in civic affairs - one which actively educates its members and which is community based and focused. This will be an inclusive democracy versus an exclusive one such as current Western Democracies and should lessen the frustration of its members. 5. Today we live in a system of such complexity that our unaugumented faculties cannot resolve it. A system like this can act as a better community vision for modern times. Hopefully it will permit larger structures such as cities and provincial government to act like small towns in that the vast inferential and non-computational power of many human minds can be brought fruitfully to bear on problems rather than acting as an obscuring cloud of too many voices. 6. Access to 'life-information' is a human right in that the quality of human life is dramatically affected by knowledge of the world around us. Knowing about our world may make us more healthy and able to thrive in that world. It is a right, regardless of being good or bad. 7. A sublime educational toy, the capacity for predictive analysis will allow the exploration of ideas that otherwise would never be engaged upon, and by people who traditionally are unable to clearly express their opinions, such as the poor and the new immigrants. 8. Finally creates a common standard language for the dialogue of conflict resolution. 9. Reintroduces a physical locality and dialogue to our increasingly virtualized world. Many of us living in the larger western cities do not know any of our physical neighbours. It is arguable that there is some benefit in choosing to associate with neighbours as well as distant souls. 10. The standard of living we enjoy is not equivalant to the quality of life we expect. We may find ourselves forming intentional communities where cars, television, and five day a week labour are minimized and other factors are consciously selected for. 11. Ammenable to local systems, and the idea of binding work energy to a community by barter and other less liquid work exchange systems. 12. Puts individuals on par with organizations in some respects. An organization has a mandate to benefit its own net worth, and will aggressively seek to find geospatial predictions that benefit itself. However if other clear options exist, they should be able to show a better bottom line than the Corporate one. Gross miscarriages of Corporate and Government action should become less possible. 13. Geographical displays are of a much higher bandwidth as compared to text, and being a direct metaphor for our geospatial world, are much more salient. Information phrased geographically can be communicated more easily and with more persuasion. 14. A system like this could grow up in parallel with old style politics, and in a sense, recolonize Western Democracy, effecting a structural change for the betterment of all humankind. Traditional Government may continue to move into a purely moral posture, much in the way the Catholic Church has, vilified by many, cherished by many, but ultimately not allowed to be a part of important decision making.

Cons

1. When humans are aware of a thing they often seek to exploit it. A Government may seek to micro-manage a forest, attempting to preserve what they perceive as its basic essence, yet still perform some selective logging on it. The human condition is not to leave any territory purely alone, despite the fact that any understanding is always incomplete. 2. People who promote any system of politics or government often have some kind of personal benefit as well. What is the benefit to this author? And what is the benefit to other people who would support the scheme? 3. Being a technological device, this system may not be accessible to the poor, disenfranchised and imprisoned who do make up our society. By failing to represent these people, the system has a warped view of the community. 4. Should it become readily accessible to those traditionally without power, it may be used as a weapon. For example the prison population may be able to demonstrate and ratify the need to eliminate anti-drug laws, and to punish those people who promoted them. 5. The highly open nature of the system may create conflict, again this is a human problem in our lack of tolerance for systems and people alien to ourselves. Usenet already has a problem like this, and that is in a purely virtual space. Suddenly differences of ethic and behaviour may become much more incindiary when they are seen to be geospatially next door to each other. 6. A system like this is in some ways just another weapon, designed to create compliance. It's merely a new type of club to hit the dissenters over the head with. As humans we also need to learn to stop being so focused on domination, to allow a place for the other. Domination is a symptom of fear, perhaps we can move from an authoritarian and domination oriented culture to one that faces fear resolutely, without encysting ourselve within law and structure. 7. Our society tends towards the machinelike. We are asked to perform harder each year. This system can be perceived as a restructuring of the inefficient society of the past, into one which is more able to produce, and to maximize work time and effort. 8. We live in the jaws of a machine which seems to be digesting the fabric of society for energy. First it breaks down the extended family and then the nuclear family. Is a system like this merely another step in that progression? Certainly the individual human living alone is the most energy expending entity, having to purchase in duplicate those things that are normally shared. 9. The system is a representation of reality, not reality. 10. Destabilizes the noise-dampening measures our society has built into it. Instead of only reasonable placating voices may be a barrage of angry, uninformed masses, twisting every argument towards their own benefit, regardless of the general course of society. 11. The spirit and theme of this system will undoubtably be mutated before it is realized. Perhaps some of the mutations may be quite dangerous. 12. Lack of an outside. A system like this should allow for experiment, always leave room for a culture outside of its influence, and if none exists, then create free-zones where its rules do not apply. Even within itself, geography is not everything, and many other kinds of decisions must still be resolved by other means.

[MyResearch] Human-Computer-Giraffe Interaction!

Apart from the amazing title of this paper (Human-Computer-Giraffe Interaction: HCI in the Field), this is a nice example of using an asynchronous location awareness tool that can support field studies.

The work described in this paper concentrates on examining the special needs and environment of the fieldworker, reflecting on the HCI features required for a successful PDA (Personal Digital Assistant) for use in the field.

[Research] Mapping information and location with RDF

RDFMapper: an RDF-Based Web Mapping Service :

RDFMapper is a web service that searches an RDF or RSS file for resources with geographic locations, and returns a map overlayed with dots representing located resources. Clicking on a dot displays a web page representing the clicked resource. (...) The base URL of the service is http://www.mapbureau.com/rdfmapper/v1.php

RDFmap defines a set of RDF classes and properties for representing basic geographical information.

[MyResearch] Mogi, item hunt: a location based game

Mogi Item Hunt is a location-based game designed by the french company Newt Games. It uses the GPS functions of the KDDI AU phones and allows you to pick up virtual items spread on the whole of Japan.

A game where players move outside, pick-up virtual items, through their mobile phone interface then trade with other players to complexte collections. it is based on players' location. From the Web interface, players see in real time, on a 3D map, the positions of connected players as well as collection items. From both interfaces, players trade the items picked-up with the mobile. Mogi is a community game featuring a complete IM system. A Web player might help a mobile player by clicking on its character on the map and sending "Lucky you! North, close to you, lies a rare item. Get it, get it ! :)" which will pop on the screnn of the mobile player.

All Mogi players are together in the same "parallel world". For example, connected players in the vicinity, or all your favorites no matter how far, will appear in your radar with their character icons indicating the direction and distance. Clicking those character icons will let you send them a message directly. You can reach other players in the ranking list, recently connected list or through the trade interface. From there on, make friends and build your own buddy list.

Mogi uses two positionning system : GPS (very accurate but slow and costly) and radio-positionning system (it just gives the location of the closest phone antenna, it's less precise but cost nothing).The radio localization is used when players are not hunting for a specific item in the radar (when there's only time for one radar chaeck, when they cannot move - in public transports, etc.). They use GPS when they have spotted a missing item in the radar and want to chase it, through the streets.

[VideoGame] Game Studies: two examples

Via MIT: Technology Review

Hector Postigo examines the economic importance of game mods as a kind of free labor for the commercial industry. He concludes, “From a labour theory standpoint, it seems that modders add a considerable amount of value to commercial games. They contribute in the region of six to twenty-four months of additional time, developing additions to the original code that can range from thousands to millions of lines of code, and earn no salary for their work. Comparing salaries paid to commercial developers with the lack of financial compensation that modders get it is possible to get a good sense of how much value modders are actually adding to the game. It appears that modders working on a mod for one year produce labour worth about 10 percent of a game’s total development budget—about $520,000 a year.“

Bernadette Flynn studies the integration of the game console as a kind of “digital hearth“ into our homes as part of the larger process of domesticating the computer over the past several decades, making deft historical comparisons with the introduction of other entertainment appliances into family space. Her work provides a framework for thinking about, for example, debates about media violence, since a very different style of content is required to appeal in the arcade space and in the family room. Drawing on ethnographic observation of video game playing in family spaces in Australia, she shows how games are being integrated into ongoing domestic activities and illustrates the steps some parents are taking to police its content and use.

[MyResearch] About space and linguistics: Claude Vandeloise

Claude Vandeloise is a researcher in linguistic who works on spatial locative. Via this review:

In previous works, Vandeloise has made extensive and deeply insightful contributions to the semantic analysis of spatial expressions in French. His richly detailed observations on their meanings and uses has taken our understanding of their subtle complexities, as well as their basic nature, to an entirely new level. In particular, he has forcefully raised the general issue of whether such expressions are primarily spatial at all. He has shown persuasively that human interactive functions (e.g. 'bearer'/'burden', 'container'/'content') are essential if not fundamental to their characterization.

[MyResearch] RDFIG Geo vocab workspace

This place is a workspace for RDF Interest Group Geo vocabulary work.

Currently we have only a very minimalistic RDF vocabulary for describing Points with latitude, longitude, and altitude properties from the WGS84 reference datum specification. This design allows for basic information about points to be described in RDF/XML, and augmented with more sophisticated or application-specific metadata.

<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
        xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#">
  <geo:Point>
    <geo:lat>55.701</geo:lat>
    <geo:long>12.552</geo:long>
  </geo:Point>
</rdf:RDF>

[Research] Things move up there ! Gantt chart of my position

After reading this paper that mention using Gantt Chart for analyzing people's location, I made this SVG mock-up to visualize my position over time in EPFL:

Of course, I am not sure this chart is useful per se. First it is not meant to be used as a location awareness tool for user. Maybe it could be more meaningful to be used at a meta level. For instance, by someone who is in a sort of "control room" who has to command people on the field. Second, the point is to put other layer of information on this chart: interaction, communication (even though it is something to quantify).

BTW, things move here, we have nice visualization now !

[MyResearch] ContextML Exchanging Contextual Information between a Mobile Client and the FieldNote Server

Via Mobile Computing for Field Work:

ConteXtML, a simple XML based protocol for exchanging contextual information, FieldNotes and map data between a mobile client and a server. The current implementation passes messages as HTTP content and the server uses a Java servlet accessed via an Apache v1.3 web server extended with the JServ Servlet Engine module v1.0. The servlet uses JDBC to interact with a database server.

This work is from 1999, now the trend is locative packets

[MyResearch] Mobile Computing for Field Work

Since I am currently conducting a short research project about how geologists deals with spatial issue, I am pleased Mauro sent me this reference. They created a nice software for mobile devices (FIeldnote) that could be used in field work. They report on their experiences in various context.

The emphasis of this research is on the development and application of data collection and fieldwork management tools. In this, we are following two complementary lines of development on two different platforms.

- The first is based directly on Stick-e notes, a kind of context-aware electronic tag. Here we concentrate on user interface issues and the development of applications for animal behaviour studies. - The second introduces the MCFE FieldNote and builds on users' familiarity with the World Wide Web and the increasing availability of web browsers for hand-held computers. Here we exploit HTML forms for data recording and HTTP as a means of exchanging data with desktop computers.

I would like to find this paper: Developing Personal Technology for the Field (Jason Pascoe, David Morse and Nick Ryan) - Personal Technologies vol 2, pp. 28-36, 1998.

This paper is concerned with developing personal computing aids for the mobile fieldworker. A description of mobile computing and context-aware technology is given suggesting how handheld computing devices that are aware of various factors of their user's environment (such as location) could be helpful. In particular, the concept of a stick-e note is introduced as a general-purpose context-aware technology that we have developed.

The needs of fieldworkers and the suitability of stick-e note technology to their tasks is addressed, and a number of areas where stick-e note technology could help are identified. The design of a prototypical sticke-e note system that attempts to meet these needs is introduced and an account given of an extensive trial of this prototype in assisting in a behavioural study of giraffe in Kenya.

[MyResearch] Location based Games as a testbed for Research

The paper "Staging and Evaluating Public Performances as an Approach to CVE" (Steve Benford, Mike Fraser, Gail Reynard, Boriana Koleva and Adam Drozd The Mixed Reality Laboratory, Nottingham), claims that staging public performances can be a fruitful approach to CVE research. The authors describe four experiments in 4 contexts (four different location based games used a art/public performance).

For each, we describe how a combination of ethnography, audience feedback and analysis of system logs led to new design insights, especially in the areas of orchestration and making activity available to viewers.

Among many methods of conducting research (proof implementation as proof of concept, "demo or die", controlled experiment in laboratorym theory backed up with mathematical proof...), they propose to put technology out of the lab and create an "event" (vow event-based research ;)

And don't forget ! CSCP stands for Computer Supported Cooperative PLAY

This is also a nice paper in the sense that it provides idea for analyzing mobile collaboration:

Ethnographic studies rely on a variety of data including field notes, photographs and video. As noted above, capturing social interaction in CVEs (i.e. collaborative virtual environment) on video is a difficult task. Resources are often limited so that only one or two viewpoints can be captured, and current analysis tools do not handle multiple synchronized viewpoints at all well. Detailed analysis of sessions that involve tens of participants is even more difficlt. In short, it can be time consuming, expensive and frustrating work to analyse videos of sessions in CVEs. Analysis of system logs is also more problematic than it need be. At present, there is no agreed format for log data and no readily available suites of analysis tools. (...) tools are required to automatically analyse CVE recordings in order to provide researchers with guidance as to where potentially interesting events have taken place. We have therefore recently developed an scene extraction tool for automatically analyzing 3D recordings. Our current implementation determines interesting scenes based upon the proximity of participants (although it could be extended to account for other factors such as orientation, audio activity, or the identities of key characters). First, it uses a clustering algorithm to group participants on a moment-by-moment basis. It then looks at changes in clusters over time in order to determine on-going scenes. Figure 9 shows an example of its output. In this case, we are looking at a GANTT chart representation of the key scenes in chapter 1 of Avatar farm (determined with a proximity threshold of 15 meters – the cut-off point for audio communication). Time runs from left to right and the different colours distinguish scenes that were occurring in different virtual worlds. The tool allows the viewer to overlay the paths of different participants through the structure. We see two participants (‘Role 2’ and ‘Role 3’) in our example. We propose that tools such as this can assist researchers in analyzing activity in CVEs by enabling them to more easily home in on potentially interesting social encounters. Sharing across the CVE community – our final observation concerns the sharing of data between researchers. In order to maximize the use of recordings, it will be necessary to share them between different researchers. As these techniques mature, the CVE community needs to agree on common formats for recordings so that we can establish shared repositories of recordings of different events in CVEs.

[MyResearch] Location-Based Games: coping with uncertainty

Steve Benford, Rob Anastasi,Martin Flintham, Adam Drozd, Andy Crabtree, and Chris Greenhalgh (Mixed Reality Laboratory) and Nick Tandavanitj, Matt Adams, and Ju Row-Farr (Blast Theory): Coping with Uncertainty in a Location-Based Game.

Such games (BotFighters!, Battlemachine) provide an interesting focus for research, offering an open space in which you can create a wide variety of experiences—both collaborative and competitive.(...) As a research vehicle, we’ve hoped to test our technology in the most realistic and stressful situations we can, moving from the lab to the field and giving access to numerous users. This builds on the approach of staging public performances as a research method that we’ve developed since 1996. (...) For our analysis, we drew on three data sources: ethnographic observations of players, runners, and technical crew—including video data capture and transcription; system log analysis such as GPS, network traffic, and over 3,000 online player chat messages; and player feedback email.

The paper deals with different kind of uncertainty in those location-based games.